81e6ceb003
Address every warning that surfaced in the running game's debugger: - Drop deprecated 'graph_offset = Vector2(...)' lines from the three in-tree VisualShader resources (red.tres, green.tres, Summary.tscn). The property is editor-only graph pan, ignored at runtime but warns at load. - Add android/.gdignore so Godot stops scanning the build template copies of red.tres/green.tres (which still had graph_offset). Tighten .gitignore to keep tracking the .gdignore marker only. - Drop the broken 'nodes/fragment/connections = ...' line from the inline VisualShader in Summary.tscn — connections referenced out-of-bounds ports (e.g. port 1 on a 1-output node). The pre-compiled 'code = ...' string is kept so rendering is unaffected. - Drop the orphaned 'ext_resource WarCraft.lmbake' from WarCraft.tscn: the LightmapGI node no longer references it but Godot still loaded the (Godot-3-format) blob from the ext_resource declaration alone, triggering '(p_data.size() % 4) != 0'. - Animation tracks: SlideReset (Template.tscn), BorderAnim (Loading.tscn), and ObjectFindAll (ListObjects.tscn) each had a bezier track with empty PackedFloat32Array keys, which AnimationMixer rejects in Godot 4. Drop the empty x track in each (the y track held the actual motion). - Re-save 57 .mesh files via scripts/migrate_misc.gd so the surface format is the current Godot 4 variant. sm_stackgold.mesh in particular triggered the deprecation warning every load. GDScript: rename function parameters and locals that shadowed Node.name / Node.value in: - db/MScene.gd (set_lock, set_mesh, set_tick_reference, set_value) - scripts/Setting.gd untouched (no shadow, false positive earlier) - scenes/UI/choose_scenes/ChooseScene.gd (_load_scene, _build_path, _build_method) - scenes/levels/Levels.gd (_create_animation_slide, _create_animation_warning, _add_animation_to_player, _create_button_info, _node_object_list) lod plugin: Godot 4 added 'lod_bias' as a native property on VisualInstance3D, which collided with the plugin's 'lod_bias' member across all five lod_*.gd files. Rename to 'lod_distance_bias' so the scripts parse again. Also drop Light3D.shadow_color writes in lod_omni_light.gd and lod_spot_light.gd — that property was removed in Godot 4, so the related shadow_value computation became dead code. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
96 lines
2.9 KiB
Plaintext
96 lines
2.9 KiB
Plaintext
[gd_scene load_steps=8 format=2]
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[ext_resource path="res://assets/ui/themes/leather.theme" type="Theme" id=2]
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[ext_resource path="res://assets/fonts/kirsty/kirsty_base.tres" type="FontFile" id=3]
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[ext_resource path="res://assets/ui/icones/skull.png" type="Texture2D" id=4]
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[ext_resource path="res://assets/ui/themes/UI-Button-ItemsList-last-hover.png" type="Texture2D" id=6]
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[ext_resource path="res://assets/ui/themes/UI-Button-ItemsList-last.png" type="Texture2D" id=8]
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[sub_resource type="Animation" id=1]
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resource_name = "ObjectFind"
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tracks/0/type = "bezier"
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tracks/0/path = NodePath("ListContainer/TextureButtonLast/Label:position:x")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"points": PackedFloat32Array( 0, -0.25, 0, 0, 78.1, 34.9, -0.25, 0, 0, -66, 12.1, 0, 73.2, 0, -124.8, -41.9, -0.0948485, 109.2, 0.0619706, -58.8, 13.3, -0.187989, 93.6, 0.196425, 104.4, 0, -0.154843, -135.5, 0.25, 0 ),
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"times": PackedFloat32Array( 0, 0.2, 0.4, 0.6, 0.8, 1 )
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}
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[sub_resource type="Animation" id=2]
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tracks/0/type = "bezier"
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tracks/0/path = NodePath("ListContainer/TextureButtonLast:position:x")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"points": PackedFloat32Array( 0, -0.25, 0, 0.0305311, 190.492, 170, -0.349132, 2.57608, 0.25, 0 ),
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"times": PackedFloat32Array( 0, 1 )
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}
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[node name="Control" type="MarginContainer"]
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anchor_left = 1.0
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anchor_top = 0.5
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anchor_right = 1.0
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anchor_bottom = 0.5
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offset_left = -196.0
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offset_top = -450.0
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offset_bottom = 450.0
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grow_horizontal = 0
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grow_vertical = 2
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size_flags_vertical = 3
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="ListContainer" type="VBoxContainer" parent="."]
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offset_right = 196.0
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offset_bottom = 900.0
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custom_minimum_size = Vector2( 196, 900 )
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size_flags_horizontal = 3
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size_flags_vertical = 3
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theme_override_constants/separation = -14
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alignment = 1
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[node name="TextureButtonLast" type="TextureButton" parent="ListContainer"]
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visible = false
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offset_top = 409.0
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offset_right = 196.0
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offset_bottom = 490.0
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focus_mode = 0
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texture_normal = ExtResource( 8 )
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texture_hover = ExtResource( 6 )
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texture_focused = ExtResource( 6 )
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[node name="Label" type="Label" parent="ListContainer/TextureButtonLast"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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theme = ExtResource( 2 )
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theme_override_fonts/font = ExtResource( 3 )
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text = "Last"
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horizontal_alignment = 1
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vertical_alignment = 1
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="HBoxContainer" type="HBoxContainer" parent="ListContainer"]
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visible = false
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offset_top = 419.0
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offset_right = 196.0
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offset_bottom = 547.0
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alignment = 1
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[node name="TextureButtonIndice" type="TextureButton" parent="ListContainer/HBoxContainer"]
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offset_left = 34.0
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offset_right = 162.0
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offset_bottom = 128.0
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texture_normal = ExtResource( 4 )
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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anims/ObjectFind = SubResource( 1 )
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anims/ObjectFindAll = SubResource( 2 )
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